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API > API/Plugins > API/Plugins/Mover > API/Plugins/Mover/MoveLibrary
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UMovementUtils
References
| Module | Mover |
| Header | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/MoveLibrary/MovementUtils.h |
| Include | #include "MoveLibrary/MovementUtils.h" |
Syntax
UCLASS ()
class UMovementUtils : public UBlueprintFunctionLibrary
Remarks
MovementUtils: a collection of stateless static BP-accessible functions for a variety of movement-related operations
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | CanEscapeGravity
(
const FVector& PriorVelocity, |
Checks whether a given velocity is strong enough to lift off against gravity | |
| FRotator | ComputeAngularVelocity
(
const FRotator& From, |
Computes the angular velocity needed to change from one orientation to another within a time frame. | |
| FVector | ComputeCombinedVelocity
(
const FComputeCombinedVelocityParams& InParams |
Returns new velocity based on previous state, movement intent, movement mode's influence and movement settings | |
| FVector | ComputeDirectionIntent
(
const FVector& MoveInput, |
Computes the directional movement intent based on input vector and associated type | |
| FVector | ComputePenetrationAdjustment
(
const FHitResult& Hit |
Returns a movement step that should get the subject of the hit result out of an initial penetration condition | |
| FVector | ComputeSlideDelta
(
const FVector& Delta, |
Returns an alternative move delta to slide along a surface, based on parameters describing a blocked attempted move | |
| FVector | ComputeTwoWallAdjustedDelta
(
const FVector& MoveDelta, |
Returns an alternative move delta when we are in contact with 2 surfaces | |
| FVector | ComputeVelocity
(
const FComputeVelocityParams& InParams |
Returns new ground-based velocity (worldspace) based on previous state, movement intent (worldspace), and movement settings | |
| FVector | ComputeVelocityFromGravity
(
const FVector& GravityAccel, |
Returns velocity (units per second) contributed by gravitational acceleration over a given time | |
| FVector | ComputeVelocityFromPositions
(
const FVector& FromPos, |
Computes velocity based on start and end positions over time | |
| FVector | ConstrainToPlane
(
const FVector& Vector, |
Ensures input Vector (typically a velocity, acceleration, or move delta) is limited to a movement plane. | |
| void | InitCollisionParams
(
const UPrimitiveComponent* UpdatedPrimitive, |
||
| bool | IsExceedingMaxSpeed
(
const FVector& Velocity, |
JAH TODO: Ideally, none of these functions should deal with simulation input/state types. | |
| bool | OverlapTest
(
const USceneComponent* UpdatedComponent, |
||
| bool | TryMoveToResolvePenetration
(
USceneComponent* UpdatedComponent, |
Attempts to move out of a situation where the component is stuck in geometry, using a suggested adjustment to start. | |
| float | TryMoveToSlideAlongSurface
(
USceneComponent* UpdatedComponent, |
Attempts to move a component along a surface. | |
| bool | TryMoveUpdatedComponent_Internal
(
USceneComponent* UpdatedComponent, |
Internal function that other move functions use to perform all actual component movement and retrieve results Note: This function moves the character directly and should only be used if needed. | |
| bool | TrySafeMoveUpdatedComponent
(
USceneComponent* UpdatedComponent, |
Attempts to move a component and resolve any penetration issues with the proposed move Delta |